-using Content.Server.Interaction.Components;
-using Content.Server.Popups;
using Content.Shared.Bed.Sleep;
using Content.Shared.IdentityManagement;
-using Content.Shared.Interaction;
+using Content.Shared.Interaction.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
+using Content.Shared.Popups;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
+using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
-namespace Content.Server.Interaction;
+namespace Content.Shared.Interaction;
public sealed class InteractionPopupSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
- [Dependency] private readonly PopupSystem _popupSystem = default!;
+ [Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
+ [Dependency] private readonly INetManager _netMan = default!;
public override void Initialize()
{
return;
//Handling does nothing and this thing annoyingly plays way too often.
+ // HUH? What does this comment even mean?
+
if (HasComp<SleepingComponent>(uid))
return;
+ if (TryComp<MobStateComponent>(uid, out var state)
+ && !_mobStateSystem.IsAlive(uid, state))
+ {
+ return;
+ }
+
args.Handled = true;
var curTime = _gameTiming.CurTime;
if (curTime < component.LastInteractTime + component.InteractDelay)
return;
- if (TryComp<MobStateComponent>(uid, out var state)
- && !_mobStateSystem.IsAlive(uid, state))
- {
- return;
- }
+ component.LastInteractTime = curTime;
// TODO: Should be an attempt event
// TODO: Need to handle pausing with an accumulator.
- string msg = ""; // Stores the text to be shown in the popup message
+ var msg = ""; // Stores the text to be shown in the popup message
SoundSpecifier? sfx = null; // Stores the filepath of the sound to be played
+ var predict = component.SuccessChance is 0 or 1
+ && component.InteractSuccessSpawn == null
+ && component.InteractFailureSpawn == null;
+
+ if (_netMan.IsClient && !predict)
+ return;
+
if (_random.Prob(component.SuccessChance))
{
if (component.InteractSuccessString != null)
{
var msgOthers = Loc.GetString(component.MessagePerceivedByOthers,
("user", Identity.Entity(user, EntityManager)), ("target", Identity.Entity(uid, EntityManager)));
- _popupSystem.PopupEntity(msg, uid, user);
_popupSystem.PopupEntity(msgOthers, uid, Filter.PvsExcept(user, entityManager: EntityManager), true);
}
- else
- _popupSystem.PopupEntity(msg, uid, user); //play only for the initiating entity.
- if (sfx is not null) //not all cases will have sound.
+ if (!predict)
{
+ _popupSystem.PopupEntity(msg, uid, user);
+
if (component.SoundPerceivedByOthers)
- _audio.PlayPvs(sfx, target); //play for everyone in range
+ _audio.PlayPvs(sfx, target);
else
- _audio.PlayEntity(sfx, Filter.Entities(user, target), target, true); //play only for the initiating entity and its target.
+ _audio.PlayEntity(sfx, Filter.Entities(user, target), target, false);
+ return;
}
- component.LastInteractTime = curTime;
+ _popupSystem.PopupPredicted(msg, uid, user);
+
+ if (sfx == null)
+ return;
+
+ if (component.SoundPerceivedByOthers)
+ {
+ _audio.PlayPredicted(sfx, target, user);
+ return;
+ }
+
+ if (_netMan.IsClient)
+ {
+ if (_gameTiming.IsFirstTimePredicted)
+ _audio.PlayEntity(sfx, Filter.Local(), target, true);
+ }
+ else
+ {
+ _audio.PlayEntity(sfx, Filter.Empty().FromEntities(target), target, false);
+ }
}
}